Files
UnrealEngineUWP/Engine/Source/Developer/DerivedDataCache/Private/DerivedDataCache.cpp
Andrew Grant 98ee5066e7 Copying //UE4/Orion-Staging to //UE4/Main (Origin //Orion/Dev-General @ 2861092)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2861045 on 2016/02/09 by Marcus.Wassmer

	Fix debug editor crash from async compute creating commands when it shouldn't.
	#rb none
	#test debug editor

Change 2861030 on 2016/02/09 by Michael.Noland

	Engine: Added support for debugging safe zones (visualization on any platform and simulation on platforms that don't natively provide safe zone information)

	r.DebugSafeZone.Mode controls the debug visualization overlay (0..2, default 0)
	- 0: Do not display the safe zone overlay
	- 1: Display the overlay for the title safe zone
	- 2: Display the overlay for the action safe zone

	r.DebugSafeZone.OverlayAlpha controls how opaque the debug visualization overlay is (0..1, default 0.3)

	On platforms that don't natively support safe zones, you can simulate a safe zone for quick/easy testing in the editor:
	- r.DebugSafeZone.TitleRatio controls the title safe zone margins returned in FDisplayMetrics
	- r.DebugActionZone.ActionRatio controls the action safe zone margins returned in FDisplayMetrics
	- These both range from 0..1, and default to 1 indicating 100% of the display is safe. A typical test value would be 0.9

	#codereview josh.adams
	#rb marcus.wassmer
	#tests Tested on Win64 uncooked and PS4 cooked (front-end and game)

Change 2860923 on 2016/02/09 by Andrew.Grant

	Fix client warning about HTTPChunkInstaller module not existing
	#rb none
	#tests ran Win64 client

Change 2860852 on 2016/02/09 by Daniel.Wright

	Fixed crash enabling capsule direct shadows in BP
	#rb Nick.Penwarden
	#tests Editor

Change 2860842 on 2016/02/09 by Marcus.Wassmer

	MallocLeakDetection proxy
	#rb Steve.Robb
	#test PS4/PC testing all commands.

Change 2860744 on 2016/02/09 by Josh.Markiewicz

	#UE4 - fixed possible crash when refresh auth with invalid response
	#rb sam.zamani
	#tests login flow
	#codereview justin.sargent, joe.wilcox, pter.knepley, ben.zeigler

Change 2860739 on 2016/02/09 by Laurent.Delayen

	Sync Markers
	- Reset SyncGroups every frame.
	- ::GetSyncGroupPosition() makes sure there is a valid MarkerSyncContext.

	=> Fixes SyncGroup returning 'valid' positions for TransitionLeaders that were not in between sync markers.

	#rb martin.wilson
	#codereview lina.halper
	#tests new riftmage and kurohane networked in PIE

Change 2860736 on 2016/02/09 by Daniel.Lamb

	Fixed issue with iterative cook on the fly invalidating cooked content all the time.
	#rb Marcus.Wassmer
	#test Cook on the fly iterative ps4

Change 2860598 on 2016/02/09 by Joe.Graf

	Simple log category change to match existing log messages in LoadMap

	#rb: n/a
	#test: loading, cooking, game

Change 2860559 on 2016/02/09 by Zak.Middleton

	#orion - Add flag to AIController to control whether it copies the Pawn rotation to ControlRotation if there is no focus point.

	#rb Lukasz.Furman
	#tests PIE ded server AI with lanes

Change 2860462 on 2016/02/09 by Marc.Audy

	Build system improvements
	* Added details to Empty manifest file save error
	* Removed redundent pseudo-dependencies from -showdependency output
	* Monolithic Kinds now a set and branch hacker can specify kind not to build
	#rb Ben.Marsh
	#tests Preflight

Change 2860434 on 2016/02/09 by David.Ratti

	NaN checks:
	-Targeting mode checks in orion code
	-Changed the AActor::SetTransform NaN check so that the logging is included in the NaN ensure (rather than getting cut off from the log afterwards).

	#rb FrankG
	#tests golden path vs bots

Change 2860390 on 2016/02/09 by Michael.Trepka

	Adjust 3D rendering resolution so that it stays approximately the same when user switches display modes

	#rb none
	#tests Tested editor build on PC

Change 2860364 on 2016/02/09 by Justin.Sargent

	Removed unused editor-only functions causing compiler errors when compiling the game.

	#rb keli
	#tests none

Change 2860242 on 2016/02/09 by Justin.Sargent

	Made a number of DialogueWave quality of life improvements to the editor and specifically SoundCue editing.

	New right-click option on SoundWaves to create a DialogueWave

[CL 2863630 by Andrew Grant in Main branch]
2016-02-11 14:39:50 -05:00

947 lines
27 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "Core.h"
#include "ModuleManager.h"
#include "DerivedDataCacheInterface.h"
#include "DerivedDataBackendInterface.h"
#include "DerivedDataPluginInterface.h"
#include "DDCCleanup.h"
DEFINE_STAT(STAT_DDC_NumGets);
DEFINE_STAT(STAT_DDC_NumPuts);
DEFINE_STAT(STAT_DDC_NumBuilds);
DEFINE_STAT(STAT_DDC_NumExist);
DEFINE_STAT(STAT_DDC_SyncGetTime);
DEFINE_STAT(STAT_DDC_ASyncWaitTime);
DEFINE_STAT(STAT_DDC_PutTime);
DEFINE_STAT(STAT_DDC_SyncBuildTime);
DEFINE_STAT(STAT_DDC_ExistTime);
/**
* Implementation of the derived data cache
* This API is fully threadsafe
**/
class FDerivedDataCache : public FDerivedDataCacheInterface
{
/**
* Async worker that checks the cache backend and if that fails, calls the deriver to build the data and then puts the results to the cache
**/
friend class FBuildAsyncWorker;
class FBuildAsyncWorker : public FNonAbandonableTask
{
public:
/**
* Constructor for async task
* @param InDataDeriver plugin to produce cache key and in the event of a miss, return the data.
* @param InCacheKey Complete cache key for this data.
**/
FBuildAsyncWorker(FDerivedDataPluginInterface* InDataDeriver, const TCHAR* InCacheKey, bool bInSynchronousForStats)
: bSuccess(false)
, bSynchronousForStats(bInSynchronousForStats)
, DataDeriver(InDataDeriver)
, CacheKey(InCacheKey)
{
}
/** Async worker that checks the cache backend and if that fails, calls the deriver to build the data and then puts the results to the cache **/
void DoWork()
{
bool bGetResult;
{
INC_DWORD_STAT(STAT_DDC_NumGets);
STAT(double ThisTime = 0);
{
SCOPE_SECONDS_COUNTER(ThisTime);
bGetResult = FDerivedDataBackend::Get().GetRoot().GetCachedData(*CacheKey, Data);
}
INC_FLOAT_STAT_BY(STAT_DDC_SyncGetTime, bSynchronousForStats ? (float)ThisTime : 0.0f);
}
if (bGetResult)
{
check(Data.Num());
bSuccess = true;
delete DataDeriver;
DataDeriver = NULL;
}
else if (DataDeriver)
{
{
INC_DWORD_STAT(STAT_DDC_NumBuilds);
STAT(double ThisTime = 0);
{
SCOPE_SECONDS_COUNTER(ThisTime);
bSuccess = DataDeriver->Build(Data);
}
INC_FLOAT_STAT_BY(STAT_DDC_SyncBuildTime, bSynchronousForStats ? (float)ThisTime : 0.0f);
}
delete DataDeriver;
DataDeriver = NULL;
if (bSuccess)
{
check(Data.Num());
INC_DWORD_STAT(STAT_DDC_NumPuts);
STAT(double ThisTime = 0);
{
SCOPE_SECONDS_COUNTER(ThisTime);
FDerivedDataBackend::Get().GetRoot().PutCachedData(*CacheKey, Data, true);
}
INC_FLOAT_STAT_BY(STAT_DDC_PutTime, bSynchronousForStats ? (float)ThisTime : 0.0f);
}
}
if (!bSuccess)
{
Data.Empty();
}
FDerivedDataBackend::Get().AddToAsyncCompletionCounter(-1);
}
FORCEINLINE TStatId GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FBuildAsyncWorker, STATGROUP_ThreadPoolAsyncTasks);
}
/** true in the case of a cache hit, otherwise the result of the deriver build call **/
bool bSuccess;
/** true if we should record the timing **/
bool bSynchronousForStats;
/** Data dervier we are operating on **/
FDerivedDataPluginInterface* DataDeriver;
/** Cache key associated with this build **/
FString CacheKey;
/** Data to return to caller, later **/
TArray<uint8> Data;
};
public:
/** Constructor, called once to cereate a singleton **/
FDerivedDataCache()
: CurrentHandle(19248) // we will skip some potential handles to catch errors
{
FDerivedDataBackend::Get(); // we need to make sure this starts before we all us to start
}
/** Destructor, flushes all sync tasks **/
~FDerivedDataCache()
{
FScopeLock ScopeLock(&SynchronizationObject);
for (TMap<uint32,FAsyncTask<FBuildAsyncWorker>*>::TIterator It(PendingTasks); It; ++It)
{
It.Value()->EnsureCompletion();
delete It.Value();
}
PendingTasks.Empty();
}
virtual bool GetSynchronous(FDerivedDataPluginInterface* DataDeriver, TArray<uint8>& OutData) override
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_DDC_GetSynchronous);
check(DataDeriver);
FString CacheKey = FDerivedDataCache::BuildCacheKey(DataDeriver);
UE_LOG(LogDerivedDataCache, Verbose, TEXT("GetSynchronous %s"), *CacheKey);
FAsyncTask<FBuildAsyncWorker> PendingTask(DataDeriver, *CacheKey, true);
AddToAsyncCompletionCounter(1);
PendingTask.StartSynchronousTask();
OutData = PendingTask.GetTask().Data;
return PendingTask.GetTask().bSuccess;
}
virtual uint32 GetAsynchronous(FDerivedDataPluginInterface* DataDeriver) override
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_DDC_GetAsynchronous);
FScopeLock ScopeLock(&SynchronizationObject);
uint32 Handle = NextHandle();
FString CacheKey = FDerivedDataCache::BuildCacheKey(DataDeriver);
UE_LOG(LogDerivedDataCache, Verbose, TEXT("GetAsynchronous %s"), *CacheKey);
bool bSync = !DataDeriver->IsBuildThreadsafe();
FAsyncTask<FBuildAsyncWorker>* AsyncTask = new FAsyncTask<FBuildAsyncWorker>(DataDeriver, *CacheKey, bSync);
check(!PendingTasks.Contains(Handle));
PendingTasks.Add(Handle,AsyncTask);
AddToAsyncCompletionCounter(1);
if (!bSync)
{
AsyncTask->StartBackgroundTask();
}
else
{
AsyncTask->StartSynchronousTask();
}
// Must return a valid handle
check(Handle != 0);
return Handle;
}
virtual bool PollAsynchronousCompletion(uint32 Handle) override
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_DDC_PollAsynchronousCompletion);
FAsyncTask<FBuildAsyncWorker>* AsyncTask = NULL;
{
FScopeLock ScopeLock(&SynchronizationObject);
AsyncTask = PendingTasks.FindRef(Handle);
}
check(AsyncTask);
return AsyncTask->IsDone();
}
virtual void WaitAsynchronousCompletion(uint32 Handle) override
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_DDC_WaitAsynchronousCompletion);
STAT(double ThisTime = 0);
{
SCOPE_SECONDS_COUNTER(ThisTime);
FAsyncTask<FBuildAsyncWorker>* AsyncTask = NULL;
{
FScopeLock ScopeLock(&SynchronizationObject);
AsyncTask = PendingTasks.FindRef(Handle);
}
check(AsyncTask);
AsyncTask->EnsureCompletion();
}
INC_FLOAT_STAT_BY(STAT_DDC_ASyncWaitTime,(float)ThisTime);
}
virtual bool GetAsynchronousResults(uint32 Handle, TArray<uint8>& OutData) override
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_DDC_GetAsynchronousResults);
FAsyncTask<FBuildAsyncWorker>* AsyncTask = NULL;
{
FScopeLock ScopeLock(&SynchronizationObject);
PendingTasks.RemoveAndCopyValue(Handle,AsyncTask);
}
check(AsyncTask);
if (!AsyncTask->GetTask().bSuccess)
{
delete AsyncTask;
return false;
}
OutData = AsyncTask->GetTask().Data;
delete AsyncTask;
check(OutData.Num());
return true;
}
virtual IDerivedDataRollup* StartRollup() override
{
return NULL;
}
virtual void EndRollup(IDerivedDataRollup*& Rollup) override
{
check(!Rollup); // this needs to be handled by someone else, if rollups are disabled, then it should be NULL
}
virtual bool GetSynchronous(const TCHAR* CacheKey, TArray<uint8>& OutData) override
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_DDC_GetSynchronous_Data);
UE_LOG(LogDerivedDataCache, Verbose, TEXT("GetSynchronous %s"), CacheKey);
FAsyncTask<FBuildAsyncWorker> PendingTask((FDerivedDataPluginInterface*)NULL, CacheKey, true);
AddToAsyncCompletionCounter(1);
PendingTask.StartSynchronousTask();
OutData = PendingTask.GetTask().Data;
return PendingTask.GetTask().bSuccess;
}
virtual uint32 GetAsynchronous(const TCHAR* CacheKey, IDerivedDataRollup* Rollup = NULL) override
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_DDC_GetAsynchronous_Handle);
check(!Rollup); // this needs to be handled by someone else, if rollups are disabled, then it should be NULL
FScopeLock ScopeLock(&SynchronizationObject);
UE_LOG(LogDerivedDataCache, Verbose, TEXT("GetAsynchronous %s"), CacheKey);
uint32 Handle = NextHandle();
FAsyncTask<FBuildAsyncWorker>* AsyncTask = new FAsyncTask<FBuildAsyncWorker>((FDerivedDataPluginInterface*)NULL, CacheKey, false);
check(!PendingTasks.Contains(Handle));
PendingTasks.Add(Handle, AsyncTask);
AddToAsyncCompletionCounter(1);
AsyncTask->StartBackgroundTask();
return Handle;
}
/**
* Starts the async process of checking the cache and if the item is present, retrieving the cached results (version for internal use by rollups)
* @param CacheKey Key to identify the data
* @param Rollup Rollup pointer, if this is part of a rollup
* @param Handle The handle that can be used for PollAsynchronousCompletion, WaitAsynchronousCompletion and GetAsynchronousResults
**/
void GetAsynchronousForRollup(const TCHAR* CacheKey, uint32 Handle)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_DDC_GetAsynchronousForRollup);
FScopeLock ScopeLock(&SynchronizationObject);
UE_LOG(LogDerivedDataCache, Verbose, TEXT("GetAsynchronous(handle) %s"), CacheKey);
FAsyncTask<FBuildAsyncWorker>* AsyncTask = new FAsyncTask<FBuildAsyncWorker>((FDerivedDataPluginInterface*)NULL, CacheKey, false);
check(!PendingTasks.Contains(Handle));
PendingTasks.Add(Handle,AsyncTask);
AddToAsyncCompletionCounter(1);
AsyncTask->StartBackgroundTask();
}
virtual void Put(const TCHAR* CacheKey, TArray<uint8>& Data, bool bPutEvenIfExists = false) override
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_DDC_Put);
STAT(double ThisTime = 0);
{
SCOPE_SECONDS_COUNTER(ThisTime);
FDerivedDataBackend::Get().GetRoot().PutCachedData(CacheKey, Data, bPutEvenIfExists);
}
INC_FLOAT_STAT_BY(STAT_DDC_PutTime,(float)ThisTime);
INC_DWORD_STAT(STAT_DDC_NumPuts);
}
virtual void MarkTransient(const TCHAR* CacheKey) override
{
FDerivedDataBackend::Get().GetRoot().RemoveCachedData(CacheKey, /*bTransient=*/ true);
}
virtual bool CachedDataProbablyExists(const TCHAR* CacheKey) override
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_DDC_CachedDataProbablyExists);
bool bResult;
INC_DWORD_STAT(STAT_DDC_NumExist);
STAT(double ThisTime = 0);
{
SCOPE_SECONDS_COUNTER(ThisTime);
bResult = FDerivedDataBackend::Get().GetRoot().CachedDataProbablyExists(CacheKey);
}
INC_FLOAT_STAT_BY(STAT_DDC_ExistTime, (float)ThisTime);
return bResult;
}
void NotifyBootComplete() override
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_DDC_NotifyBootComplete);
FDerivedDataBackend::Get().NotifyBootComplete();
}
void AddToAsyncCompletionCounter(int32 Addend) override
{
FDerivedDataBackend::Get().AddToAsyncCompletionCounter(Addend);
}
void WaitForQuiescence(bool bShutdown) override
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_DDC_WaitForQuiescence);
FDerivedDataBackend::Get().WaitForQuiescence(bShutdown);
}
void GetDirectories(TArray<FString>& OutResults) override
{
FDerivedDataBackend::Get().GetDirectories(OutResults);
}
/** Called at ShutdownModule() time to print out status before we're cleaned up */
virtual void PrintLeaks()
{
// Used by derived classes to spit out leaked pending rollups
}
protected:
uint32 NextHandle()
{
return (uint32)CurrentHandle.Increment();
}
private:
/**
* Internal function to build a cache key out of the plugin name, versions and plugin specific info
* @param DataDeriver plugin to produce the elements of the cache key.
* @return Assembled cache key
**/
static FString BuildCacheKey(FDerivedDataPluginInterface* DataDeriver)
{
FString Result = FDerivedDataCacheInterface::BuildCacheKey(DataDeriver->GetPluginName(), DataDeriver->GetVersionString(), *DataDeriver->GetPluginSpecificCacheKeySuffix());
return Result;
}
/** Counter used to produce unique handles **/
FThreadSafeCounter CurrentHandle;
/** Object used for synchronization via a scoped lock **/
FCriticalSection SynchronizationObject;
/** Map of handle to pending task **/
TMap<uint32,FAsyncTask<FBuildAsyncWorker>*> PendingTasks;
};
//Forward reference
FDerivedDataCache& InternalSingleton();
namespace EPhase
{
enum Type
{
Adding,
AsyncRollupGet,
AsyncRollupGetSucceed,
AsyncRollupGetFailed_GettingItemsAndWaitingForPuts,
Done,
};
}
/**
* Opaque class for rollup handling
**/
class FDerivedDataRollup : public IDerivedDataRollup
{
/** Magic numbers to verify integrity and check endianness **/
enum
{
MAGIC=0x9E1B83C1,
MAGIC_SWAPPED=0xC1831B9E
};
/** Helper structure for an element of a rollup **/
struct FRollupItem
{
FRollupItem(const FString& InCacheKey, uint32 InAsyncHandle)
: CacheKey(InCacheKey)
, AsyncHandle(InAsyncHandle)
, FinishedFromThePerspectiveOfTheCaller(false)
{
}
/** Cache key for this item **/
FString CacheKey;
/** Async handle for this item, used both to return to original caller, and for calls to the actual DDC **/
uint32 AsyncHandle;
/** Payload of this item, used for both from the get of the rollup and a put to the rollup **/
TArray<uint8> Payload;
/** If true, then the caller has either asked for the results. This means we don't need to keep them any more. **/
bool FinishedFromThePerspectiveOfTheCaller;
};
/** Items in this rollup **/
TArray<FRollupItem> Items;
/** Redundant copy of the keys in this rollup **/
TSet<FString> CacheKeys;
/** Redundant copy of the async handles in this rollup **/
TSet<uint32> AsyncHandles;
/** Cache key for the rollup itself **/
FString RollupCacheKey;
/** Async handle for the rollup **/
uint32 RollupAsyncHandle;
/** Tracks the phase this rollup is in. Mostly used for check's **/
EPhase::Type CurrentPhase;
/** If true, the rollup was corrupted, so we need to force a put when we get to the put. **/
bool ForcePutForCorruption;
/** Called when the rollup is ready. This is indirectly caused by the original caller waiting for an item to be ready. **/
void GetRollupResults()
{
check(Items.Num());
check(CurrentPhase == EPhase::AsyncRollupGet);
TArray<uint8> Payload;
bool bFailed = true;
if (InternalSingleton().FDerivedDataCache::GetAsynchronousResults(RollupAsyncHandle, Payload))
{
ForcePutForCorruption = true;
if (Payload.Num() > sizeof(uint32) * 2)
{
FMemoryReader Ar(Payload);
uint32 Magic;
Ar << Magic;
if (Magic == MAGIC_SWAPPED)
{
Ar.SetByteSwapping(!Ar.ForceByteSwapping());
Magic = MAGIC;
}
if (Magic == MAGIC)
{
int32 Count;
Ar << Count;
if (Count == Items.Num())
{
bFailed = false;
for (int32 Index = 0; Index < Items.Num(); Index++)
{
FString Key;
Ar << Key;
if (Key != Items[Index].CacheKey)
{
bFailed = true;
break;
}
Ar << Items[Index].Payload;
if (!Items[Index].Payload.Num())
{
bFailed = true;
break;
}
}
}
}
}
}
if (!bFailed)
{
ForcePutForCorruption = false;
CurrentPhase = EPhase::AsyncRollupGetSucceed;
}
else
{
CurrentPhase = EPhase::AsyncRollupGetFailed_GettingItemsAndWaitingForPuts;
for (int32 Index = 0; Index < Items.Num(); Index++)
{
Items[Index].Payload.Empty(); // we might have had partial success on a corrupted rollup; we won't accept those
InternalSingleton().FDerivedDataCache::GetAsynchronousForRollup(*Items[Index].CacheKey, Items[Index].AsyncHandle);
}
}
}
/** Tests to see if the rollup is complete and ready to be put; if it is, it packages it and puts it. **/
bool CheckForPut()
{
check(Items.Num());
check(CurrentPhase == EPhase::AsyncRollupGetFailed_GettingItemsAndWaitingForPuts);
for (int32 Index = 0; Index < Items.Num(); Index++)
{
if (!Items[Index].Payload.Num())
{
return false; // not done yet because we don't have all of the data
}
if (!Items[Index].FinishedFromThePerspectiveOfTheCaller)
{
return false; // not done yet because the caller still hasn't retrieved their results
}
}
uint32 Magic = MAGIC;
int32 Count = Items.Num();
TArray<uint8> Buffer;
FMemoryWriter Ar(Buffer);
Ar << Magic;
Ar << Count;
for (int32 Index = 0; Index < Items.Num(); Index++)
{
Ar << Items[Index].CacheKey;
Ar << Items[Index].Payload;
}
InternalSingleton().FDerivedDataCache::Put(*RollupCacheKey, Buffer, ForcePutForCorruption);
CurrentPhase = EPhase::Done;
return true;
}
/**
* Checks to see if there is any reason for this rollup to stay alive.
* @return true when done
**/
bool CheckForDone()
{
check(Items.Num());
check(CurrentPhase == EPhase::AsyncRollupGetSucceed);
for (int32 Index = 0; Index < Items.Num(); Index++)
{
if (!Items[Index].FinishedFromThePerspectiveOfTheCaller)
{
return false; // not done yet because the caller still hasn't retrieved their results
}
if (!Items[Index].Payload.Num())
{
check(0); // what is this?
}
}
CurrentPhase = EPhase::Done;
return true;
}
/**
* Finds an item by async handle, not legal to call if this rollup does not contain this handle
* @param Handle Async handle to find the corresponding item of
* @return Item with this async handle
**/
FRollupItem& FindItem(uint32 Handle)
{
for (int32 Index = 0; Index < Items.Num(); Index++)
{
if (Items[Index].AsyncHandle == Handle)
{
return Items[Index];
}
}
check(0);
return (FRollupItem&)*(FRollupItem*)NULL;
}
/**
* Finds an item by cache keu, not legal to call if this rollup does not contain this cache key
* @param InCacheKey cache key to find the corresponding item of
* @return Item with this cache key
**/
FRollupItem& FindItem(const FString& InCacheKey)
{
for (int32 Index = 0; Index < Items.Num(); Index++)
{
if (Items[Index].CacheKey == InCacheKey)
{
return Items[Index];
}
}
check(0);
return (FRollupItem&)*(FRollupItem*)NULL;
}
public:
FDerivedDataRollup()
: RollupCacheKey(TEXT("ROLLUP_"))
, RollupAsyncHandle(0)
, CurrentPhase(EPhase::Adding)
, ForcePutForCorruption(false)
{
}
/** Return the cache key, used for error spew **/
FString GetName()
{
return RollupCacheKey;
}
/** Return true if this rollup can be deleted because it has completed its life cycle. **/
bool IsDone()
{
return CurrentPhase == EPhase::Done;
}
/** Return true if this rollup contains an item with the given cache key. **/
bool Contains(const FString& InCacheKey)
{
return CacheKeys.Contains(InCacheKey);
}
/** Return true if this rollup contains an item with the given async handle. **/
bool Contains(uint32 InAsyncHandle)
{
return AsyncHandles.Contains(InAsyncHandle);
}
/** Add a new item to this rollup with the given cache key and async handle. **/
void Add(const FString& InCacheKey, uint32 InAsyncHandle)
{
check(CurrentPhase == EPhase::Adding);
RollupCacheKey += InCacheKey;
CacheKeys.Add(InCacheKey);
AsyncHandles.Add(InAsyncHandle);
new (Items) FRollupItem(InCacheKey, InAsyncHandle);
}
/** Signifies the end of the adding phase and starts an async get of the rollup. **/
void Close()
{
check(CurrentPhase == EPhase::Adding);
if (Items.Num())
{
RollupAsyncHandle = InternalSingleton().FDerivedDataCache::GetAsynchronous(*RollupCacheKey);
CurrentPhase = EPhase::AsyncRollupGet;
}
else
{
CurrentPhase = EPhase::Done;
}
}
/**
* Handle PollAsynchronousCompletion from the calling code.
* @param Handle Async completion handle for the item
* @return true, if the calling code can request results yet
**/
bool PollAsynchronousCompletion(uint32 Handle)
{
check(Contains(Handle));
if (CurrentPhase == EPhase::AsyncRollupGet)
{
// in this phase we see if the rollup is done
if (!InternalSingleton().FDerivedDataCache::PollAsynchronousCompletion(RollupAsyncHandle))
{
return false;
}
GetRollupResults();
// fall through to handle the other cases
}
if (CurrentPhase == EPhase::AsyncRollupGetSucceed)
{
// Rollup succeeded, so the calling code can get the results
return true;
}
if (CurrentPhase == EPhase::AsyncRollupGetFailed_GettingItemsAndWaitingForPuts)
{
// Rollup failed, so call the actual PAC for the individual item
return InternalSingleton().FDerivedDataCache::PollAsynchronousCompletion(Handle);
}
check(0); // bad phase
return false;
}
/**
* Handle WaitAsynchronousCompletion from the calling code.
* @param Handle Async completion handle for the item
**/
void WaitAsynchronousCompletion(uint32 Handle)
{
check(Contains(Handle));
if (CurrentPhase == EPhase::AsyncRollupGet)
{
// in this phase we wait for the rollup to complete, then deal with the results
InternalSingleton().FDerivedDataCache::WaitAsynchronousCompletion(RollupAsyncHandle);
GetRollupResults();
// fall through to handle the other cases
}
if (CurrentPhase == EPhase::AsyncRollupGetSucceed)
{
// Rollup succeeded, so the calling code can get the results
return;
}
if (CurrentPhase == EPhase::AsyncRollupGetFailed_GettingItemsAndWaitingForPuts)
{
// Rollup failed, so call the actual WAC for the individual item
InternalSingleton().FDerivedDataCache::WaitAsynchronousCompletion(Handle);
return;
}
check(0); // bad phase
}
/**
* Handle GetAsynchronousResults from the calling code. If this is the last piece of data, the rollup will be put.
* @param Handle Async completion handle for the item
* @param OutData returned payload
* @return true if the payload contains data and everything is peachy
**/
bool GetAsynchronousResults(uint32 Handle, TArray<uint8>& OutData)
{
check(Contains(Handle));
FRollupItem& Item = FindItem(Handle);
Item.FinishedFromThePerspectiveOfTheCaller = true;
OutData.Empty();
if (CurrentPhase == EPhase::AsyncRollupGetSucceed)
{
OutData = Item.Payload;
CheckForDone();
return !!OutData.Num();
}
if (CurrentPhase == EPhase::AsyncRollupGetFailed_GettingItemsAndWaitingForPuts)
{
if (InternalSingleton().FDerivedDataCache::GetAsynchronousResults(Handle, OutData))
{
Item.Payload = OutData;
CheckForPut();
}
return !!OutData.Num();
}
check(0); // bad phase
return false;
}
/**
* Handle Put from the calling code. If this is the last piece of data, the rollup will be put.
* @param CacheKey Cache key for the item
* @param Data returned payload
**/
void Put(const TCHAR* CacheKey, TArray<uint8>& Data)
{
if (CurrentPhase != EPhase::AsyncRollupGetFailed_GettingItemsAndWaitingForPuts)
{
return;
}
check(Contains(CacheKey));
FRollupItem& Item = FindItem(CacheKey);
check(Data.Num());
Item.Payload = Data;
CheckForPut();
}
};
/**
* Implementation of the derived data cache, this layer implements rollups
**/
class FDerivedDataCacheWithRollups : public FDerivedDataCache
{
typedef FDerivedDataCache Super;
public:
~FDerivedDataCacheWithRollups()
{
}
virtual void PrintLeaks() override
{
FScopeLock ScopeLock(&SynchronizationObject);
UE_LOG(LogDerivedDataCache, Log, TEXT("Shutdown"));
for (TSet<FDerivedDataRollup*>::TIterator Iter(PendingRollups); Iter; ++Iter)
{
FString Name((*Iter)->GetName());
if (Name.Len() > 1024)
{
Name = Name.Left(1024);
Name += TEXT("...");
}
UE_LOG(LogDerivedDataCache, Warning, TEXT("Leaked Rollup! %s"), *Name);
}
//check(!PendingRollups.Num()); // leaked rollups
}
virtual bool PollAsynchronousCompletion(uint32 Handle) override
{
FScopeLock ScopeLock(&SynchronizationObject);
for (TSet<FDerivedDataRollup*>::TIterator Iter(PendingRollups); Iter; ++Iter)
{
if ((*Iter)->Contains(Handle))
{
return (*Iter)->PollAsynchronousCompletion(Handle);
}
}
return Super::PollAsynchronousCompletion(Handle);
}
virtual void WaitAsynchronousCompletion(uint32 Handle) override
{
STAT(double ThisTime = 0);
{
SCOPE_SECONDS_COUNTER(ThisTime);
FScopeLock ScopeLock(&SynchronizationObject);
for (TSet<FDerivedDataRollup*>::TIterator Iter(PendingRollups); Iter; ++Iter)
{
if ((*Iter)->Contains(Handle))
{
(*Iter)->WaitAsynchronousCompletion(Handle);
return;
}
}
}
INC_FLOAT_STAT_BY(STAT_DDC_ASyncWaitTime,(float)ThisTime);
Super::WaitAsynchronousCompletion(Handle);
}
virtual bool GetAsynchronousResults(uint32 Handle, TArray<uint8>& OutData) override
{
FScopeLock ScopeLock(&SynchronizationObject);
for (TSet<FDerivedDataRollup*>::TIterator Iter(PendingRollups); Iter; ++Iter)
{
if ((*Iter)->Contains(Handle))
{
bool Result = (*Iter)->GetAsynchronousResults(Handle, OutData);
if ((*Iter)->IsDone())
{
delete *Iter;
Iter.RemoveCurrent();
}
return Result;
}
}
return Super::GetAsynchronousResults(Handle, OutData);
}
virtual IDerivedDataRollup* StartRollup() override
{
FScopeLock ScopeLock(&SynchronizationObject);
FDerivedDataRollup* Result = new FDerivedDataRollup();
PendingRollups.Add(Result);
return Result;
}
virtual void EndRollup(IDerivedDataRollup*& InRollup) override
{
FDerivedDataRollup* Rollup = static_cast<FDerivedDataRollup*>(InRollup);
if (Rollup)
{
FScopeLock ScopeLock(&SynchronizationObject);
Rollup->Close();
if (Rollup->IsDone())
{
PendingRollups.Remove(Rollup);
delete Rollup;
}
InRollup = NULL; // set the pointer to NULL so it cannot be reused
}
}
virtual uint32 GetAsynchronous(const TCHAR* CacheKey, IDerivedDataRollup* Rollup = NULL) override
{
if (Rollup)
{
FScopeLock ScopeLock(&SynchronizationObject);
UE_LOG(LogDerivedDataCache, Verbose, TEXT("GetAsynchronous (Rollup) %s"), CacheKey);
uint32 CurrentHandle = NextHandle();
((FDerivedDataRollup*)Rollup)->Add(CacheKey, CurrentHandle);
return CurrentHandle;
}
return Super::GetAsynchronous(CacheKey, NULL);
}
virtual void Put(const TCHAR* CacheKey, TArray<uint8>& Data, bool bPutEvenIfExists = false) override
{
FScopeLock ScopeLock(&SynchronizationObject);
for (TSet<FDerivedDataRollup*>::TIterator Iter(PendingRollups); Iter; ++Iter)
{
if ((*Iter)->Contains(CacheKey))
{
(*Iter)->Put(CacheKey, Data);
if ((*Iter)->IsDone())
{
delete *Iter;
Iter.RemoveCurrent();
}
}
}
return Super::Put(CacheKey, Data, bPutEvenIfExists);
}
private:
/** Object used for synchronization via a scoped lock **/
FCriticalSection SynchronizationObject;
/** Set of rollups **/
TSet<FDerivedDataRollup*> PendingRollups;
};
/**
* Singleton used both internally, and through the module.
* We look at the commandline to check if we should disable rollups or not
*/
FDerivedDataCache& InternalSingleton()
{
static FDerivedDataCache* Singleton = NULL;
if (!Singleton)
{
if (FParse::Param(FCommandLine::Get(), TEXT("DDCNoRollups")))
{
UE_LOG(LogDerivedDataCache, Warning, TEXT("Rollups are disabled."));
static FDerivedDataCache SingletonInstance;
Singleton = &SingletonInstance;
}
else
{
static FDerivedDataCacheWithRollups SingletonInstance;
Singleton = &SingletonInstance;
}
}
return *Singleton;
}
/**
* Module for the DDC
*/
class FDerivedDataCacheModule : public IDerivedDataCacheModule
{
public:
virtual FDerivedDataCacheInterface& GetDDC() override
{
return InternalSingleton();
}
virtual void StartupModule() override
{
}
virtual void ShutdownModule() override
{
FDDCCleanup::Shutdown();
FDerivedDataCache& DDC = static_cast< FDerivedDataCache& >( GetDDC() );
DDC.PrintLeaks();
}
};
IMPLEMENT_MODULE( FDerivedDataCacheModule, DerivedDataCache);